I'm sure many of you were expecting a new release of Sonic RDX for this year's hacking contest... but that simply isn't happening. It's a buggy mess that'll take ages to sort out. In fact, it probably needs to be restarted. But since I didn't want to not enter something this year, I threw this level together as quickly as possible. I started on the 20th of last month and just finished up right about now. It's not a very long level, on average it's about 2 minutes long if you don't use the spindash (which takes off about 30 seconds total) but I figured it would be 'sonic' enough for everyone here to enjoy. I encourage everyone to try this because it may be one of the last sonic adventure things I ever do as I'm getting a little tired of it and I have other things I should be doing with my time. screenshots: http://i407.photobucket.com/albums/pp156/J...sadx_mushie.jpg http://i407.photobucket.com/albums/pp156/J...sadx_mycel7.jpg http://x-hax.cultnet.net/sadx_mycel2.jpg http://x-hax.cultnet.net/sadx_mycel3.jpg Download link: http://x-hax.cultnet.net/mushroom_zone.rar mirror: http://www.megaupload.com/?d=UJW0WDLV The download link might take a while to work properly... my webhosting has been having rather erratically lately.
Yup, x-hax doesn't work, at least for me, at least right now. With your permission, direct download links are better than megaupload Without your permission, I will delete it, of course
I saw you uploaded the video earlier this morning on YouTube. Everything looks great. Needless to say, you really know your way around when it comes to 3D roaming level design; very good level modeling. And you did a nice reuse of the Sonic Heroes textures, too. Excellent work!
This is so cool! The level design is awesome, a 3D Sonic game with wider, more open levels like this would be amazing. Really nice level design.
You'd need alot more skill than I have, that's for sure. Alternately if you had the source code you could just add the level and then re-compile, but aside from that I don't see it happening. Or if you had an exporter that could export to triangle strips I suppose you might be able to squeeze it in there. The problem is that custom levels are huge because the geometry is unoptimized, everything is in raw triangles as opposed to compressed triangle strips so the only way to fit new geometry in is to make the level really small, export as strips, or find a way to extend the length of the stage file.
I've noticed that your problems all seem to stem from hacks that utilize extended space. Maybe something related to your copy of windows? I wish I could tell you more. I guess you'll just have to try it on other computers =/ Can anyone else try it? I'd like to know how many people it doesn't work for and what configurations they're using.
(Yes, it works here; Windows 7 x64) Just tried this myself, and I'd say this is quite nice so far. I really like the open level design. It kinda reminds me of the Windy Valley proto.
Well, since some people with Windows 7 x64 can play it fine while others can't, I think we can presume that the OS in questiOn isn't at fault here.